attribute vec3 a_posL;
attribute vec2 a_uv;
attribute vec3 a_normal;
uniform mat4 u_mvpMatrix;
uniform mat4 u_worldMatrix;

varying vec2 v_uv;

void main()
{
	gl_Position = vec4(a_posL, 1.0);
	
	v_uv = a_uv;
}
   